Splinterlands | The War Chaang - King of Versatility!

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(Edited)

The War Chaang!

The only monster in the neutral splinter with two separate attacks meaning his available for use under most rulesets.

But what makes him great?

First, he is useful anywhere in the battle lineup.

His ranged attack is useful when he is not used as a tank while his melee is useful when you decide to have the War Chaang as your first line of defense.

But that is not mainly why he is a fantastic addition to your deck. In this post and battle example, I will show you why he is always an option for me.

THE WAR CHAANG


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Edition: UNTAMED
Rarity: EPIC
Element: NEUTRAL
ATTACK: MELEE & RANGED
ABILITIES: Retaliate at level 1; Trample at level 4.

How to Use the War Chaang.


First, let us cover the battle ruleset which is the reason why I used this card.

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On Splinterlands, I don't think there is a worse ruleset combination that this. In this battle, you could neither use magic nor ranged attacks due to the 'Up Close and Personal' ruleset and melee monsters with reach and sneak abilities were practically useless.

That meant if you had to lineup your strongest tanks since it was going to be a 1v1 between the front-line monsters.

However, here is where the War Chaang comes to his own.

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Despite the fact he has a ranged attack, he is eligible for this ruleset due to his melee attack.

Here is how I set my lineup.

Battle Link: https://splinterlands.com/?p=battle&id=79b7671705ef52aae3c70850ccf8cde803d69daf
Mana Cap: 40
Rules: Up Close and Personal and Back to Basics

1: Tyrus Paladium

Tyrus was the perfect summoner for this ruleset because he gives an extra level of shield to friendly monsters.

In this battle that is incredibly useful because, by the time the opponent broke through the shields, they will have taken more flesh damage and possibly lost one of their monsters.

2: Creeping Ooze

My sacrificial lamb.

My gold Creeping Ooze's job was to do some damage and to take the initial big hit in case my opponent played a heavy-hitting card.

Also, who doesn't like a DEC multiplier for using gold cards?

3: ShieldBearer

Again, Shieldbearer has shields and plenty of health to survive most attacks from a single monster.

He could take a total of 14 damage before he fell on the battlefield.

4: Chain Golem

The theme here again is to have as much health as possible and do as much damage as possible.

The Chain Golem had a maximum of 12 health and could do 3X melee damage making him a formidable monster in this ruleset.

5: Sacred Unicorn

The Sacred Unicorn is a must-have in your deck, not only for this ruleset. He does plenty of damage and speed is always useful unless it is reverse speed.

Without his healing ability, I stuck him a bit further back so that he could attack when the opponent is at their weakest.

6: War Chaang

Finally, the star of the show.

As you can see, despite this being melee monsters only, the War Chaang makes an appearance in the rear.

The reason he is there is to do an extra bit of damage with this ranged attack complementing the melee damage my tank was doing in the front-line.

You cannot put off how useful that was in me winning this battle.

While my opponent could only attack one card at a time, my War Chaang was doing damage from the back, breaking shields, and softening up the targets.

7: Luminous Eagle

My Lumionuos Eagle was just there to look pretty and maybe be my last hope if it ever came to it.

With only a total of 6 health points, she was suited to taking a back seat and watch my War Chaang do all the damage.

Her reach ability was unfortunately deactivated by the 'Back to Basics' ruleset massively weakening her.

Conclusion.


What simply makes the War Chaang a must-have is his versatility.

  1. Are you looking for a rear tank? The War Chaang has the retaliate ability which means he can hit back at those notorious sneak melee monsters.
  2. Are you just looking for a more effective range monster? At Lvl 6, the War Chaang has 3X range damage and if he is the last card standing, he can always put the 3X melee attack to use, unlike other range monsters who become useless in the tank position.
  3. At Lvl 4, he can trample. Much like the double strike ability, he can help destroy those pesky rear monsters, often with low health, in your opponent's lineup very quickly.


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3 comments
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I love how versatile he is too, any position can be taken depending on the rules, especially with that double attack!

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It is a great advantage to use it in super sneak also that it can perform retaliation!!

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